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Dragons of Faerûn (3.5)

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The Forgotten Realms' Answer to the Draconomicon

Dragons of Faerûn features an in-depth look at the dragons of the Forgotten Realms. Dungeon Masters are given information on adventuring in the Year of Rogue Dragons, on specific dragons and dracoliches of Faerûn, and on how those beasts might interact with player characters. DMs are given information on organizations that PCs can belong to or work against, such as the evil Cult of the Dragon. Also included is information on how to run a campaign that features the Year of Rogue Dragons—the one time, every 1,000 years, when the dragons of Faerûn rampage across the continent.

In addition, this book includes ready-to-play adventures; new traps and treasures to be found within dragons’ lairs; new dragon spells; and new monsters.

*****

Product History

Dragons of Faerûn (2006), by Eric L. Boyd and Eytan Bernstein, is a 3.5e D&D guide to dragons and dragonkin in the Forgotten Realms. If you want draconic traps and treasure, new monsters, and new dragon spells, you've come to the right book. You'll find them right next to new information on dracoliches, dragons, their cults, and their half-breed offspring.

Mercury, Steel, and Mist. These aren't new magic item ingredients; instead, they're three new types of dragons introduced in Dragons of Faerûn. In most supplements they'd take center stage. Here, however, the focus is on the unique draconic NPCs that have always been a feature of the Realms. With full descriptions of their lairs, hoards, tactics, allies and enemies, and schemes, each of the fifteen true dragon entries turns statistics into full-fledged personalities and NPCs. You can potentially run months of FR adventures in a draconic-focused campaign using these entries alone.

Accompanying them are a variety of new draconic spells, along with a few new spells for heroes to use against their scaled foes. Whether your bard is casting spells to blunt natural weapons and diminish breath weapons, or your dragons are casting spells to track their stolen hoard or to breathe a cone of “euphoria,” there are some fun new options for wizardy and divine magic.

Tyranny of Tiamat. Even more interesting, perhaps, are the schemes, cabals, and cults that spring up around dragons. As you'd expect, the Cult of the Dragon gets an entire chapter to itself. Tiamat's cultists and worshippers get attention, as do the various Orders of Dragonkind, such as the Blood of Morueme and the Church of Tchazzar. Different cells of the organizations are grouped by the city they appear in, and there are both adventures and plot seeds set in Unther that are easy to drop into any campaign.

Fear Moths and Shadow Slime. The chapter of dragon lairs is a delight, with a variety of unusual traps and monsters with which dragons can co-exist, as well as dragon-related creatures your dragon-hunting PCs will be likely to encounter. Trust me on this one: Use a “dragon bile altar trap” for your players to encounter, and you're going to have a memorable game.

As is traditional in the Realms, more than in most campaign settings, magic items come with a complete and notable history, with full stories and personality attached. It centers them beautifully in that setting, tying them into local history and giving them more meaning for the heroes who use them. Whether you're examining the monocle of Bagthalos or a scalebane bottle, you'll want to wield the weapons that great heroes before you have used as well.

About the Creators. Eric L. Boyd's D&D works range from Demihuman Deities in 1998 to the 4e Forgotten Realms Player's Guide to the Pathfinder system, with plenty of stop-offs in Greyhawk and the Realms along the way.

Eytan Bernstein is a freelance writer and designer who works as a development editor by day. Follow him at http://eytanbernstein.com.

About the Product Historian

History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&D fansite ENWorld. Please feel free to mail corrections, comments, and additions to kevin.kulp@gmail.com.

We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

 
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Robert S June 22, 2021 12:30 pm UTC
PoD in Hardback please
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Can U November 08, 2020 11:24 pm UTC
PoD please
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Product Information
Electrum seller
Artist(s)
Pages
162
ISBN
9780786939237
Publisher Stock #
WTC 953797200
File Size:
19.67 MB
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File Last Updated:
February 02, 2019
This title was added to our catalog on November 19, 2013.